Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Nice Godot game, I enjoyed spamming foxes and filthspawn in the Full Arsenal mission, good AI, and the history bar at the top is really useful. My only criticism is that those dark gray health bars look like empty health bars, which confused me when I initially saw it.

If you don't mind explaining it, I'm very curious about how you programmed the navigation for the creatures, especially the way some creatures will avoid enemies and stand behind their teammates, while others pursue their opponents aggressively.

Finally, would it be possible to implement a feature for the player to control a single character? I feel that would be fun.

Really great work.

(+1)

Thanks for the feedback, I'm glad you enjoyed!

The navigation layer is a little complicated, but I use flow fields and hierarchical grids to figure out how to move towards the nearest enemy for each unit. Then, each unit is also treated like a boid (https://en.wikipedia.org/wiki/Boids). They have multiple incentives, including cohesion to allies, avoidance from obstacles (friendly units/walls),  alignment with flock, and, crucially, ranged units have an additional force to run away from the nearest enemy within their attack range while their weapon is on cooldown. This creates the behavior you noticed and the tendency for ranged units to hide behind allies and kite enemy units, whereas melee units have an additional force to pursue the nearest enemy rather than avoid.

It's an interesting idea to be able to control a single character or a hero character while the chaotic battle unfolds, though it's also not necessarily in line with my initial vision for this project. I've had less time to work on the game lately so I wouldn't expect this feature soon. Maybe in a future follow-up title :)